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Magic & Abilities

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Jedimoose
Captain

PostPosted: Sun Apr 22, 2007 8:51 pm


___Magic is quite interesting; it allows one to manipulate the natural world in ways the body is unable. The physics of Kingdom Hearts worlds offer control over elements - not always of the traditional four - which can be honed over time. Keep in mind that magic requires much concentration, so casting spells cannot be performed smultaneously with another high-concenration action (i.e. attacking, studying, another spell)
___Elements work in tiers, each more potent than the last. There are three tiers to each element, the higher levels becoming accessible as a character obtains more of the element in question. A person can cast spells belonging only to the elements which they possess. Possessing one element grants access to that element’s first tier spells - two, the second level, and three, the third. The specific details of casting each spell of different tiers are minor and the classification pattern is easily recognized.
___Once an element is obtained, it’s spells can be cast freely so long as the caster has MP to sacrifice. If someone attempts to cast a spell when they lack the required MP, the spell fails and the MP is exhausted. MP replenishes with rest, the use of certain items, or during “MP recharge”.
___MP recharge occurs under two conditions: complete exhaustion of MP and self-initiation. After depleting their MP, a character regains 10% of their total MP during each of their following turns until they either cast another spell or reach their max MP. A character can also self-initiate the recharge regardless of their remaining MP, but this requires the same concentration as a spell so multitasking the initiation with something else is a no-no.

___Now, abilities are very diverse and function differently with varying details, though they often are magical in nature. Abilities can be learned and "equipped" by sacrificing one's AP. Each ability requires AP to be spent in order to be used in the future, but once learned can be used freely. Note that abiities cannot be unequipped like in the game - this is to reflect realism (afterall, it's not like Sora would suddenly forget how to do a somersault, right?) and prevent confusion amidst perpetually changing skills.
___Some abilities cost MP to activate, others require specific conditions, while others yet are passive. Several abilities even become more useful as they are exercised.

___Below you will find detailed lists of magic spells and abilities describing their general use. The chance of new "spells" being added is unlikely but open for discussion. New and original abilities are encouraged, so this topic will remain open for discussion of possible skills. New skills can also be learned and executed on the spot, but you must have the crew's permission before one of your characters can do this.
PostPosted: Sun Apr 22, 2007 9:01 pm


Magic Spells


FIRE ELEMENT spells are ranged techniques that burn their targets over time. They can singe, cook, or even cauterize wounds.
Fire ~ Requires one fire element, costs 5 MP. Launches a fireball which injures on impact and continues to burn 10% damage for one additional turn.
Fira ~ Two fire elements, 5 MP. Launches a more potent fireball that burns 20% damage for two additional turns.
Firaga ~ Three fire elements, 5 MP. Launches a highly volatile fireball that doubles die roll on impact and burns 25% damage for three additional turns.

ICE ELEMENT spells can cool or freeze targets. Good for everything from controlling flames to chilling your drink.
Blizzard ~ Requires one ice element, costs 6 MP. Creates a freezing-temperature area that slows targets’ movements for one additional turn.
Blizzard ~ Two ice elements, 6 MP. Creates a freezing-temperature area that adds 10% damage upon impact and slows targets’ movements for two additional turns.
Blizzaga ~ Three ice elements, 6 MP. Creates a larger freezing-temperature area that adds 20% damage upon impact and paralyzes targets for two additional turns and a third of sluggishness.

THUNDER ELEMENT spells are quick, powerful, mid-range electric jolts that can stun foes and power small machines. However, certain conditions may render these spells useless or even counterproductive.
Thunder ~ Requires one thunder element, costs 8 MP. Generates a bolt of lightning that stuns a single target for one additional turn.
Thundara ~ Two thunder elements, 8 MP. Generates a large bolt of lightning that adds 10% damage on impact and stuns targets for two additional turns.
Thundaga ~ Three thunder elements, 8 MP. Generates many large bolts of lightning over varying range and area that adds 25% damage and stuns each target for two additional turns. Stun lasts three turns if several bolts converge on one target.

CURE ELEMENT spells are strictly for healing, if the name doesn’t give that away. These are great to have around for obvious reasons, but the steep MP cost prevents repeated use.
Cure ~ Requires one cure element, costs all MP (at least 50% max). Restores 25% of caster’s max HP.
Cura ~ Two cure elements, all MP (at least 50% max). Restores 50% of any target’s max HP.
Curaga ~ Three cure elements, all MP (at least 50% max). Restores 50% of multiple target’s max HP.

AIR ELEMENT spells create gusts of wind that disrupt inertia. They can blow some objects into the air and deflect others without sacrificing offense.
Aero ~ Requires one air element, costs 5 MP. Tumults of wind protect caster from cumulative damage equal to half their defense until their next turn.
Aera ~ Two air elements, 5 MP. Tumults of wind protect any target from damage equal to the caster’s defense until their second following turn.
Aeroga ~ Three air elements, 5 MP. Tumults of wind protect any target from damage equal to double the caster’s defense until their third following turn.

REFLECT ELEMENT spells create shields that redirect whatever hits (good or bad), but can only take so much stress. Physical and magic projectiles alike are returned from whence they came to do potential damage (note that direct physical assaults would be automatic damage).
Reflect ~ Requires one reflect element, costs 5 MP. Hemispherical barrier about caster negates damage equal to caster’s magic (atk. & def. rolls negated) - anything less is deflected for no damage to enemy.
Reflecta ~ Two reflect elements, 5 MP. Spherical barrier about caster negates damage equal to caster’s magic plus def. die roll - anything less is reflected for half original damage on enemy.
Reflectga ~ Three reflect elements, 5 MP. Spherical barrier about any target negates damage equal to caster’s magic plus 2x def. die roll - anything less is reflected for full damage on enemy.

MAGNET ELEMENT spells magnetize targets to draw them together or disrupt electric/magnetic fields. Especially effective against naturally magnetic objects. Keep in mind these spells inherently DO NOT INFLICT DAMAGE.
Magnet ~ Requires one magnet element, costs 15 MP. Clusters targets togeher and hinders their movement during their next turn.
Magneta ~ Two magnet elements, 15 MP. Clusters or repels targets over a wider area and hinders their movement during their next turn.
Magnega ~ Three magnet elements, 15 MP. Targets over a wide area can be clustered toward or repelled from their center. Naturally magetic materials may also be maneuvered with dexterity

GRAVITY ELEMENT spells are simply devastating to enemies. They can drag targets to the ground and hold them while dealing massive damage and can utterly crush unstable objects.
Gravity ~ Requires one gravity element, costs all MP (at least 50% max). Paralyzes a single target and wrings 10% of their remaining health.
Gravira ~ Two gravity elements, all MP (at least 50% max). Paralyzes targets in a small area and wrings 25% of their remaining health.
Graviga ~ Three gravity elements, all MP (at least 50% max). Paralyzes targets in a small area and wrings 50% of their remaining health.

TIME ELEMENT spells completely freeze time for targets. Conscious targets won’t even realize they were frozen and all that happened during their limbo will simultaneously occur when it ends.
Stop ~ Requires one time element, costs all MP (at least 50% max). A single target will completely cease action during their next turn.
Stopra ~ Two time elements, all MP (at least 50% max). A single target will completely cease action during their next two turns.
Stopga ~ Three time elements, all MP (at least 50% max). Several targets in a group will completely cease action during their next two turns.

Jedimoose
Captain


Jedimoose
Captain

PostPosted: Sun Apr 22, 2007 9:39 pm


Abilities and Skills


Note: Many skills related to actions are omitted so more creativity can be used IC. Moves like Gaurd and Dodge Roll are simple actions anyone could do, and were included in the game for mechanics as opposed to actual ability. Remember this universe already allows some "anime physics".


Action
Slapshot ~ 2 AP; Allows a quick burst of rapid strkes (count as one overall attack) difficult to see, let alone react to.
Explosion ~ 3 AP; A finishing move that creates a few balls of energy around the user that explode. Damages anyone caught in the explosions.
Finisher Leap ~ 5 AP; Plunging one's weapon into the ground will create a repelling force which launches nearby enemies into the air.
Strike Raid ~ 3 AP; 4 MP per use. Throwable weapons will return after being thrown (no matter what) and can travel long distances without being affected by gravity.
Impact ~ 4 AP; 6 MP per use. An attack which fires a blast of energy from weapon or hand. +1 to atk roll.
Brave Shot ~ 3 AP; Striking the ground with one's weapon creates a frontal shockwave that makes others stumble.

Growth
High Jump ~ 2 AP; Can leap to great heights and distances. This ability grows substantially with use.
Quick Run ~ 2 AP; A momentary burst of high velocity that blurs one's image. Successive use causes exhaustion. Exercising this ability increaes the number of dashes one can make in succession.
Aerial Dodge ~ 3 AP; A fast spin capable of lifting a person higher in the air. Essentially a second jump (can be used only once in mid-air). With training, this maneuver can be utilized for movement in any direction.
Glide ~ 3 AP; Not exactly flight, the user descends gently from the air by gliding. With practice, speed increases.
Note: Growth abilities will be more detailed momentarily, featuring exact levels.

Support
Scan ~ 1 AP; A character can see the life force of others. (this allows for IC recognition of another characters hidden condition)
Leaf Bracer ~ 1 AP; Cure Element spells still take effect if the caster's spell is interrupted during the casting.
Magic Lock-On ~ 1 AP; Travelling spells can home in on targets to dramatically improve accuracy. Cannot follow complex paths.
Defender ~ 3 AP; When health is 25% of max or lower, def. roll doubles.
Berserk ~ 3 AP; When health is 25% of max or lower, atk. roll doubles.
Fire Boost ~ 3 AP; Increases initial fire damage by 10% original damage.
Blizzard Boost ~ 3 AP; Increases initial ice damage by 10% original damage.
Thunder Boost ~ 3 AP; Increases initial thunder damage by 10% original damage.
MP Rage ~ 3 AP; Recieving damage restores MP equal to 10% damage.
MP Haste ~ 3 AP; Passive ability that raises MP recharge rate to 15% per turn.
MP Hastera ~ 1 AP; Requires MP Haste. Passive ability that raises MP recharge rate to 20% per turn.
MP Hastega ~ 1 AP; Requires MP Hastera. Passive ability that raises MP recharge rate to 25% per turn.
Second Chance ~ 4 AP; When taking damage that would normally reduce HP to 0, HP becomes 1 instead (except when only 1 HP remains).
PostPosted: Mon Apr 23, 2007 12:12 am


Now that we finally have these up after the last eternity, I'd like to throw out some ideas for abilities I'm not sure how to do.

I think skills like Summon Boost and MP Gift should be included (you all may disagree). But summoning has not been solidified yet, and I would't know how much MP to sacrifice or give.

I was also thinking of a way to satisfy those obsessed with "porting". We've seen some NPCs use it in the games, so why can't we? Naturally, it's a powerful technique that should not be abused, so it would have a steep MP cost like 20 or 25. I was thinking something along the lines of:
"Vanish ~ User momentarily vanishes and reappears within two paces of original location."
That way, it's an actual disappearance without being some crazy, long-distance teleport. And with an MP cost that high, I doubt it would be overused. Still, I don't know if anyone is comfortable with a porting skill.


Thoughts, anyone?

Jedimoose
Captain


Iron Chef Toran Itugo
Crew

PostPosted: Mon Apr 23, 2007 10:03 am


Well, in the game, Mp gift gave up 1 and gave 3 so I think it should give more than it takes.

As for porting, I guess you mean teleporting. It should be more than 2 paces. It wouldn't be worth the cost.
PostPosted: Mon Apr 23, 2007 10:09 am


Quick Question: Can there be a water and/or earth spell? Those are elements too. Earth could be like an earthquake and water could be anything from a ball to a geyser, to a spray.

Iron Chef Toran Itugo
Crew


Jedimoose
Captain

PostPosted: Mon Apr 23, 2007 10:23 pm


There can, but that doesn't mean there will. For the time being, we'd like to keep actual "spells" down to strictly Kingdom Hearts canon. We want to keep it simple for now. Perhaps in the future, when everyone has a firm understanding of how to utilize them, we'll add new spells.

Until that day possibly comes, we can substitute these spells for MP-related abilities. They would be spells in application, just not represented by "elements". Kingdom Hearts elements are different from our idea of elements. They could be anything from Iron (a natural element), to Earth (a traditional element), to Magnetism (a natural force), to Curtain Rods (something completely different). Honestly, I've never heard of a "Cure" element before Square invented it.

As for teleporting, long distance teleporting would be cheap. VERY cheap. A person could easily teleport away from danger and recover in total safety. They could disappear and hide from responsibilities. But short-range travel requires more thought but still has amazing potential.
Example: Bob can teleport a distance of two, good, long steps away. Bob's front door is jammed and won't open so he teleports to the other side.
Example: Larry attacks Bob from behind. Bob teleports behind Larry and immediately stabs him from behind in the kidney. Larry dies in agony.
Example: Bob is surrounded by large debris. A large rock falls from overhead and would land on top of him. Bob teleports above to avoid being crushed and lands safely atop the rock.
I personally think 20 MP is a small price to pay for such a useful skill. Of course, you all may not agree with me in which case a solution can still be reached.
Actually, I'm going to add links to some videos in our new Multimedia sub-forum in a moment. The newly discovered secret teaser from Kingdom Hearts II: Final Mix + has a good example of short-range teleports and their potential in the harshest of circumstances.

As for MP gift, I just don't know how much MP to give. 3 MP is a very small gain in this game. But with too high a gain, two or more people using MP Gift can just endlessly restore their magic levels. That's the difficult part.
PostPosted: Thu May 31, 2007 8:02 pm


Cure was the element of life.

Iron Chef Toran Itugo
Crew

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The Definitive Kingdom Hearts RPG

 
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